← STRANGE  ·  PLAYBOOK 1 OF 2
The OTHERWORLDLY
You are not from here. You have gotten very good at pretending you are. The pretending gets easier and you are not sure how you feel about that.
PERSONNEL FILE
STAT: STRANGE
PRIMARY: +2
ACCESS: OPEN
The Otherworldly  ·  FILE STRANGE
The OTHERWORLDLY
PRIMARY: STRANGE
HERO / ANTI-HERO / VILLAIN
You are not from here. You have gotten very good at pretending you are. The pretending gets easier and you are not sure how you feel about that.
TELEKINESIS

When you move or manipulate an object with your mind, roll +Strange.

  • 10+: Precise control. Move it where you want, at the speed you want.
  • 7–9: It moves, but not with precision, the GM decides exactly how.

Used as a weapon: Thrown objects deal 2 harm. Larger objects deal up to 3 harm, roll +Strange to aim.

PHASE

When you attempt to pass through a solid object, roll +Strange.

  • 10+: Pass through cleanly. No trace you were there.
  • 7–9: You make it through but you're disoriented, take -1 forward.
FLICKER

When you teleport a short distance, same room, same building, within line of sight, roll +Strange.

  • 10+: Arrive exactly where you intended.
  • 7–9: Arrive close, within a few feet of the target location.
VEIL

When you make yourself difficult to notice, not invisible, just somehow overlooked, roll +Strange.

  • 10+: People's eyes slide past you. You can move through a crowd or space without being registered.
  • 7–9: It holds until you do something that demands attention.
DRAIN

When you make physical contact with someone, you can draw their energy, strength, stamina, willpower. Roll +Strange.

  • 10+: They take 1 harm and you clear 1 harm.
  • 7–9: They take 1 harm. You don't recover anything.
SIXTH SENSE

You have a constant, low-level awareness of wrongness. The GM will tell you when something in a scene is not what it appears to be, a person, an object, a space. No roll required.

THE UNKNOWN

(1/session)

Once per session, something inexplicable happens in your favor. Describe what you were hoping would happen, the GM decides how it manifests. It should be roughly equivalent to a strong 10+ on any move.

DARKSIDE

Your powers come from a dark source. You can push harder than you should, for each additional point of harm you want to deal on a hit, take that same amount yourself. Maximum +3 additional harm. Declare before rolling.

WEIRD VIBES

Your mind is so alien that mental intrusion backfires. When someone attempts to read your mind or attack you mentally, they get nothing, or take the damage they intended for you. No roll required.

PSYCHIC IMPRINT

When you touch a person or object and focus, you leave a mental connection. Roll +Strange.

  • 10+: You always know where they are and can sense their emotional state for the rest of the mission.
  • 7–9: The connection is one-way and fades after one scene.
MILD-MANNERED ALTER EGO

You have a civilian identity so mundane it's almost supernatural. You have one item, glasses, a hair tie, a hat, that makes you completely unrecognizable compared to your powered form. Roll +Strange for any deception checks related to concealing your identity.

HIDEOUT

Your base is more than it appears. Choose two features:

Hidden / Underground bunker / Shielded from all mental powers / Arsenal / Well-stocked supplies / Great view of the city / Floating above the city / Only you have access / Contains a super prison

MAKE IT FIT

You carry a bag that holds far more than it should, up to 1,000 lbs of gear in something that looks like a normal pack. When removing a specific item under pressure, roll +Strange.

  • 10+: Exactly what you need, right on top.
  • 7–9: It's in there, but it takes a moment and you're exposed while you dig.
GIMME SPACE

A strange energy surrounds you in combat. Whenever an enemy lands a melee hit on you, they take 1 harm from the feedback (passive).

THE RIGHT TOOL FOR THE JOB

At the beginning of a mission, reach through a portal into the shadow dimension. Roll +Strange.

  • 10+: Pull out a weapon perfectly suited to this mission, the GM describes it. It has a +2 bonus to relevant rolls.
  • 7–9: Pull out a useful weapon, but it has a defect, the GM describes both.
DIMENSIONAL POCKET

When you reach into a small fold in reality to store or retrieve an object, roll +Strange.

  • 10+: Store or retrieve instantly. The pocket holds up to 10 items.
  • 7–9: Works, but retrieving takes a moment, you're briefly exposed.
FEAR AURA

When you let your true nature show to unnerve a group, roll +Strange.

  • 10+: Non-super enemies flee or freeze. Powered individuals take -1 ongoing this scene.
  • 7–9: Non-super enemies hesitate. Powered individuals are unaffected.
PHASE STRIKE

When you partially phase through solid matter mid-strike, your attack bypasses physical armor completely. Roll +Strange.

  • 10+: Deal full harm, armor ignored.
  • 7–9: Deal full harm, armor ignored, but the phase leaves you disoriented, take -1 forward.
VOID STEP

When you step through a shadow or dark space and emerge from another within line of sight, roll +Strange.

  • 10+: Instant. You arrive silently and undetected.
  • 7–9: You arrive, but a brief visual distortion gives away your location.
THE WEIGHT OF IT

(1/session)

Draw on the full depth of whatever you are. For one action, you can accomplish something categorically beyond your normal capability, define it with the GM before rolling. Roll +Strange. On 10+ it works completely. On 7–9 it works but the strain is visible, something about you changes, at least for the session.

### Improvements, At 5 XP, Choose One

  • Take a new Otherworldly move
  • Take a move from another playbook
  • Add +1 to Strange (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your SIXTH SENSE expands: the GM tells you not just when something is wrong but one true thing about what it is
  • Choose one additional move from the Wizard or Blaster playbook

### Advanced Improvements, After 5 Improvements, Choose One

  • Full Manifestation: You drop the human mask entirely for one scene. You are fully what you are. Define what that looks like with the GM. You are immune to physical harm. Everyone who sees you must decide how they respond to what you actually are.
  • Origin Answered: You find out something true and significant about where you came from. Work with the GM. It changes something.
  • Change playbook: You have grown into someone different.
  • Retire: You went back, or you went somewhere else entirely. Tell the table what you left behind.
PERSONAL ASSESSMENT
  • FaceAlmost right. Something in the proportions or the stillness or the way you track movement is slightly off from baseline human.
  • BodyYou have chosen this form or been assigned it. It fits well enough.
  • StyleYou have studied what people wear and made choices. Sometimes the choices are slightly wrong in ways you do not notice.
  • PresenceUnsettling in a way that is hard to name. Animals are uncertain around you. Children sometimes stare.
  • TellWhat is the one thing about you that is not quite right. The thing you cannot fully hide.
ORIGIN
  • You arrived. How and why are complicated. You have been here long enough that here is starting to feel like somewhere.
  • You were created or transformed here but from something else. You are not fully of this world or the other one.
  • You came through deliberately. What you were looking for is a longer conversation.
  • You do not fully know your own origin. The answers have been difficult to find and harder to accept.
  • You have been here longer than you look. This is not your first time adapting.
GEAR & EQUIPMENT

You don't carry much from here. Most of what you use isn't from here either.

Choose one weapon:

  • A weapon from wherever you came from (describe it — 2 harm, one unusual property the GM defines)
  • A blade that's been with you since the beginning (2 harm, cannot be disarmed — it returns to you)
  • Energy focus (amplifies your Strange attacks — +1 harm on Telekinesis, Phase Strike, etc.)

Choose two additional items:

  • Translation matrix (communicate in any language — you've been here long enough)
  • Dimensional bag (holds far more than it should — up to 500 lbs)
  • Hideout (choose two features: Hidden / Shielded from mental powers / Arsenal / Underground / Only you have access)
  • Alien scanner (identify supernatural entities, their threat level, and one weakness)
KNOWN ASSOCIATES / CONNECTIONS
You've used your abilities on them without asking. Ask them: do they know, and would they have said yes?
They've seen your true form — not the one you usually wear. Ask them: what did they do?
Something from where you came from is interested in them. Ask them: have you warned them?
You've been in their dreams. Ask them: accidentally or on purpose, and do they know?
They're one of the few people you can talk to without filtering yourself for human context. Ask them: do they find that easy or exhausting?
You've broken something that mattered to them while exploring what this reality is made of. Ask them: did you try to fix it?
They helped you understand something about being here that you couldn't have learned alone. Ask them: do they know how much that mattered?
You've phased through them accidentally. Ask them: what did that feel like from their side?
You've kept something about your origin from them. Ask them: why this person, and when do you tell them?
They've defended you to someone who thought you were a threat. Ask them: were they right to?

YOUR STATS

Your primary stat is STRANGE: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Otherworldly move
  • Take a move from another playbook
  • Add +1 to Strange (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Charisma (max +3)
  • Add 1 to your harm track maximum
  • Your SIXTH SENSE expands: the GM tells you not just when something is wrong but one true thing about what it is
  • Choose one additional move from the Wizard or Blaster playbook

Advanced Improvements (every 5 level-ups)

  • Full Manifestation: You drop the human mask entirely for one scene. You are fully what you are. Define what that looks like with the GM. You are immune to physical harm. Everyone who sees you must decide how they respond to what you actually are.
  • Origin Answered: You find out something true and significant about where you came from. Work with the GM. It changes something.
  • Change playbook: You have grown into someone different.
  • Retire: You went back, or you went somewhere else entirely. Tell the table what you left behind.